fleshed out the party guests
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@@ -28,7 +28,8 @@ title: Bartender_Talk
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Narrator: The bartender squints with a critical look.
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FACEWORK: He will tell on you. This is the face of a man who is not only here to tend the bar, but to watch, to observe. And to report back to his masters.
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Bartender: I could have sworn you are {$player_alias}, weren't you with Mr. Doss a few days ago?
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<<if $looking_for_doss neq true>>
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<<if $looking_for_doss eq false>>
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<<set $looking_for_doss = true>>
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Narrator: Mr. Doss?
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PROVENANCE: Mr. Doss. We need to find him, appraise him, document our findings, file them, cross-reference them ...
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<<else>>
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@@ -37,6 +38,10 @@ title: Bartender_Talk
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<<set $self_lean_made_asset += 1>>
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Bartender: What can I get ya?
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-> What can you recommend?
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Bartender: Last time you tooke the Estate.
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Narrator: You ignore the jab.
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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-> Whatever.
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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-> Yes. I'll take the usual.
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Narrator: The bartender doesn't even flinch, while taking ingredients from the bar.
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@@ -64,14 +69,14 @@ Bartender: One Estate coming right up.
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<<endif>>
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AMNESTY: Is that the taste of our favorite drink? I cannot remember ...
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-> Yes, it is!
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<<if $had_the_estate_drink neq true>>
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<<if $had_the_estate_drink eq false>>
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<<set $self_lean_inheritor += 1>>
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HOUSE POUR: Long, dry, faintly bitter - gentian root or scorched citrus pith - and it doesn't fade so much as recede, like it's waiting to be poured again.
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<<else>>
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HOUSE POUR: Long and dry, it recedes again.
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<<endif>>
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-> I don't think so.
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<<if $had_the_estate_drink neq true>>
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<<if $had_the_estate_drink eq false>>
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<<set $self_lean_inheritor -= 1>>
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HOUSE POUR: Bitter, at the end. Like it's waiting to be poured again.
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<<else>>
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